Still need to do equipment, but otherwise done (I think):
Kell Rethan
anomid male scoundrel 5 / soldier 1
Str 8 -1 base 10 (cost 2) - 2 race
Dex 14 +2 base 13 (cost 5) + 1 level
Con 13 +1 base 13 (cost 5)
Int 16 +3 base 14 (cost 6) + 2 race
Wis 12 +1 base 12 (cost 4)
Cha 18 +4 base 16 (cost 10) + 2 race
Wounds 13
Vitality ?
Defense 17 (10 base +5 class + 2 dex)
Init +6 (+2 Dex + 4 feat)
Fortitude 4 (3 base + 1 con)
Reflex 6 (4 base + 2 dex)
Will 2 (1 base + 1 wis)
Attack Bonus +4
Melee Attack +3 (4 BAB - 1 str)
Ranged Attack +6 (4 BAB + 2 dex)
Melee: stun baton +3 (Stun DC 18)
Ranged: heavy blaster pistol +6 (3d8, 8m)
1 scoundrel 1 cosmopolitan (diplomacy)
2 scoundrel 2
3 scoundrel 3 low profile
4 soldier 1
5 scoundrel 4
6 scoundrel 5 quickdraw, bonus: improved initiative
Skills:
* appraise +6 (3 ranks + 3 int)
* bluff +16 (9 ranks + 4 cha + 3 class)
* craft (electronic devices) +11 (6 ranks + 3 int + 2 race)
* computer use +12 (9 ranks + 3 int)
* diplomacy +17 (9 ranks + 4 cha + 2 bluff + 2 race)
* disable device +11 (8 ranks + 3 int)
* gather information +13 (9 ranks + 4 cha)
* knowledge (streetwise) +5 (2 ranks + 3 int)
* knowledge (engineering) +4 (1 ranks + 3 int)
* knowledge (starships) +5 (2 ranks + 3 int)
* knowledge (aliens) +9 (2 ranks + 3 int + 4 race)
* knowledge (underworld) +5 (2 ranks + 3 int)
* knowledge (technology) +4 (1 ranks + 3 int)
* repair +11 (8 ranks + 3 int) [+2 race for items of a technical nature]
* search +11 (8 ranks + 3 int)
* sense motive +5 (4 ranks + 1 wis)
* spot +9 (8 ranks + 1 wis)
Class Abilities:
* proficient in light armor
* proficient with simple, primitive, vibro and heavy weapons, blaster pistols and rifles
* illicit barter: +5 on diplomacy checks when buying or selling illicit or illegal goods
* lucky: 1/day re-roll any d20.
* precise attack +1: every round, the scoundrel may add this bonus to one dexterity-based attack or damage roll
* skill emphasis: bluff
Racial Abilities:
* -2 str, +2 int, +2 cha
* +2 on craft and repair checks while dealing with items of a technical nature
* wealthy: roll an extra die of the same type when determining starting wealth
* +4 on knowledge (aliens)
* +2 on diplomacy
Equipment:
* heavy blaster pistol
* stun baton